Crothian
First Post
The Bonegarden is a complicated adventure by Necromancer Games. I recently finished running it for my own gaming group and while it was fun I think it might be an adventure that is better running it a second time. Necromancer is known for quality and creativity along with some deadly dungeons. The Bonegarden continues in that tradition and over all I found the module experience to be positive.
The Bonegarden is written by Lance Hawvermale and Rob Mason. The adventure is for characters of twelfth to fourteenth level and I think that info should be printed on the front or back cover. They have it nicely hidden in the beginning text that introduces the module to the reader. The module is good sized at one and twenty eight pages. The book has monsters, a few spells and magical items in it, and some feats. So it can be looked at as a bit more then an adventure but the adventure is clearly the focus. The maps and art are okay to just not that good. One map of a place called Descent is missing but one can download it and a copy of all the maps from the Necromancer’s web page.
The adventure takes place in a large graveyard. But once it is entered there are only a few ways out trapping most people. There is a lot of undead and none of them will stay dead. The adventure is site based so the party can wondering around and run into many things. However there are also factions in the graveyard and the party will eventually get discovered and attacked or used in the different complicated plots going on. A DM should really do a good job of reading through it all and possible even take some notes. The different factions each have their own agendas and it can be difficult keeping that straight and figuring out how they all react to a group of adventures who seem to be more powerful then others that have gotten stuck here.
The maps were a disappointment. They just have encounters on them and the map of the graveyard I found to just not be that useful. The monsters are in 3.0 format but are updated on Necromancers site as 3.5 as a free download. I do like that Necromancer has fixed errors and supported the module this way.
Some of the encounters are going to be really tough and could easily kill a party. There is a Pit Fiend and a eighteenth level Lich in the Boneyard. There is a bit of a mystery with some of the NPCs and how to get it so it is not a purely hack and slash module. My own group secured a shelter and started adventuring each day as best they could.
There are some odd encounters in the Boneyard that seem almost random. The weirdest and the one I thought fit the least is a buried spaceship. Just the idea of such a thing can drastically alter a campaign setting and the inclusion of one the players can actually find is something else. There is also an artifact Windmill that gives players more problems and mystery. Over all I found the encounters fun with a few head scraters in the mix.
It was a fun and challenging module and at the end of the day that is what I wanted. It can take a long time to get through it and the players have to keep on their toes at times. It has some problems and might not be the best module for beginning DMs but for something different and entertaining the Boneyard does a good job.
The Bonegarden is written by Lance Hawvermale and Rob Mason. The adventure is for characters of twelfth to fourteenth level and I think that info should be printed on the front or back cover. They have it nicely hidden in the beginning text that introduces the module to the reader. The module is good sized at one and twenty eight pages. The book has monsters, a few spells and magical items in it, and some feats. So it can be looked at as a bit more then an adventure but the adventure is clearly the focus. The maps and art are okay to just not that good. One map of a place called Descent is missing but one can download it and a copy of all the maps from the Necromancer’s web page.
The adventure takes place in a large graveyard. But once it is entered there are only a few ways out trapping most people. There is a lot of undead and none of them will stay dead. The adventure is site based so the party can wondering around and run into many things. However there are also factions in the graveyard and the party will eventually get discovered and attacked or used in the different complicated plots going on. A DM should really do a good job of reading through it all and possible even take some notes. The different factions each have their own agendas and it can be difficult keeping that straight and figuring out how they all react to a group of adventures who seem to be more powerful then others that have gotten stuck here.
The maps were a disappointment. They just have encounters on them and the map of the graveyard I found to just not be that useful. The monsters are in 3.0 format but are updated on Necromancers site as 3.5 as a free download. I do like that Necromancer has fixed errors and supported the module this way.
Some of the encounters are going to be really tough and could easily kill a party. There is a Pit Fiend and a eighteenth level Lich in the Boneyard. There is a bit of a mystery with some of the NPCs and how to get it so it is not a purely hack and slash module. My own group secured a shelter and started adventuring each day as best they could.
There are some odd encounters in the Boneyard that seem almost random. The weirdest and the one I thought fit the least is a buried spaceship. Just the idea of such a thing can drastically alter a campaign setting and the inclusion of one the players can actually find is something else. There is also an artifact Windmill that gives players more problems and mystery. Over all I found the encounters fun with a few head scraters in the mix.
It was a fun and challenging module and at the end of the day that is what I wanted. It can take a long time to get through it and the players have to keep on their toes at times. It has some problems and might not be the best module for beginning DMs but for something different and entertaining the Boneyard does a good job.


